/// Abstaction for the field of view
/// Wrappers, trait & textures
/// Basic objects to build complex scenes
/// Simple representation of a light ray
/// Operations on color values
/// External environment texture
/// Used for both positions and 3D-vectors
/// Main loop & wrapper struct
pub use Camera;
pub use *;
pub use *;
pub use Ray;
pub use RGB;
pub use Sky;
pub use Vec3;
pub use World;
/// To prevent "shadow acne"
pub const EPSILON: f64 = 0.000_000_1;